kwin/platformsupport/scenes/opengl/backend.h
Vlad Zahorodnii d5203c79a0 Report partial updates on all outputs
Previously, we couldn't do it because repaints weren't tracked per each
output.
2020-10-30 20:47:05 +00:00

361 lines
11 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
SPDX-FileCopyrightText: 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_SCENE_OPENGL_BACKEND_H
#define KWIN_SCENE_OPENGL_BACKEND_H
#include <QElapsedTimer>
#include <QRegion>
#include <kwin_export.h>
namespace KWin
{
class AbstractOutput;
class OpenGLBackend;
class OverlayWindow;
class SceneOpenGL;
class SceneOpenGLTexture;
class SceneOpenGLTexturePrivate;
class WindowPixmap;
class GLTexture;
/**
* @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap.
*
* The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences
* between various OpenGL windowing systems such as GLX and EGL.
*
* A concrete implementation has to create and release the OpenGL context in a way so that the
* SceneOpenGL does not have to care about it.
*
* In addition a major task for this class is to generate the SceneOpenGLTexturePrivate which is
* able to perform the texture from pixmap operation in the given backend.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
*/
class KWIN_EXPORT OpenGLBackend
{
public:
OpenGLBackend();
virtual ~OpenGLBackend();
virtual void init() = 0;
/**
* @return Time passes since start of rendering current frame.
* @see startRenderTimer
*/
qint64 renderTime() {
return m_renderTimer.nsecsElapsed();
}
virtual void screenGeometryChanged(const QSize &size) = 0;
virtual SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) = 0;
/**
* @brief Backend specific code to prepare the rendering of a frame including flushing the
* previously rendered frame to the screen if the backend works this way.
*
* @return A region that if not empty will be repainted in addition to the damaged region
*/
virtual QRegion prepareRenderingFrame() = 0;
/**
* Notifies about starting to paint.
*
* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
*/
virtual void aboutToStartPainting(int screenId, const QRegion &damage);
/**
* @brief Backend specific code to handle the end of rendering a frame.
*
* @param renderedRegion The possibly larger region that has been rendered
* @param damagedRegion The damaged region that should be posted
*/
virtual void endRenderingFrame(const QRegion &damage, const QRegion &damagedRegion) = 0;
virtual void endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion);
virtual bool makeCurrent() = 0;
virtual void doneCurrent() = 0;
virtual bool usesOverlayWindow() const = 0;
/**
* Whether the rendering needs to be split per screen.
* Default implementation returns @c false.
*/
virtual bool perScreenRendering() const;
virtual QRegion prepareRenderingForScreen(int screenId);
/**
* @brief Compositor is going into idle mode, flushes any pending paints.
*/
void idle();
/**
* @return bool Whether the scene needs to flush a frame.
*/
bool hasPendingFlush() const {
return !m_lastDamage.isEmpty();
}
/**
* @brief Returns the OverlayWindow used by the backend.
*
* A backend does not have to use an OverlayWindow, this is mostly for the X world.
* In case the backend does not use an OverlayWindow it is allowed to return @c null.
* It's the task of the caller to check whether it is @c null.
*
* @return :OverlayWindow*
*/
virtual OverlayWindow *overlayWindow() const;
/**
* @brief Whether the creation of the Backend failed.
*
* The SceneOpenGL should test whether the Backend got constructed correctly. If this method
* returns @c true, the SceneOpenGL should not try to start the rendering.
*
* @return bool @c true if the creation of the Backend failed, @c false otherwise.
*/
bool isFailed() const {
return m_failed;
}
/**
* @brief Whether the Backend provides VSync.
*
* Currently only the GLX backend can provide VSync.
*
* @return bool @c true if VSync support is available, @c false otherwise
*/
bool syncsToVBlank() const {
return m_syncsToVBlank;
}
/**
* @brief Whether VSync blocks execution until the screen is in the retrace
*
* Case for waitVideoSync and non triple buffering buffer swaps
*
*/
bool blocksForRetrace() const {
return m_blocksForRetrace;
}
/**
* @brief Whether the backend uses direct rendering.
*
* Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used
* if direct rendering is not supported by the Scene.
*
* @return bool @c true if the GL context is direct, @c false if indirect
*/
bool isDirectRendering() const {
return m_directRendering;
}
bool supportsBufferAge() const {
return m_haveBufferAge;
}
bool supportsPartialUpdate() const
{
return m_havePartialUpdate;
}
bool supportsSwapBuffersWithDamage() const
{
return m_haveSwapBuffersWithDamage;
}
bool supportsSurfacelessContext() const
{
return m_haveSurfacelessContext;
}
bool supportsNativeFence() const
{
return m_haveNativeFence;
}
/**
* Returns the damage that has accumulated since a buffer of the given age was presented.
*/
QRegion accumulatedDamageHistory(int bufferAge) const;
/**
* Saves the given region to damage history.
*/
void addToDamageHistory(const QRegion &region);
/**
* The backend specific extensions (e.g. EGL/GLX extensions).
*
* Not the OpenGL (ES) extension!
*/
QList<QByteArray> extensions() const {
return m_extensions;
}
/**
* @returns whether the backend specific extensions contains @p extension.
*/
bool hasExtension(const QByteArray &extension) const {
return m_extensions.contains(extension);
}
/**
* Copy a region of pixels from the current read to the current draw buffer
*/
void copyPixels(const QRegion &region);
virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const;
protected:
/**
* @brief Backend specific flushing of frame to screen.
*/
virtual void present() = 0;
/**
* @brief Sets the backend initialization to failed.
*
* This method should be called by the concrete subclass in case the initialization failed.
* The given @p reason is logged as a warning.
*
* @param reason The reason why the initialization failed.
*/
void setFailed(const QString &reason);
/**
* @brief Sets whether the backend provides VSync.
*
* Should be called by the concrete subclass once it is determined whether VSync is supported.
* If the subclass does not call this method, the backend defaults to @c false.
* @param enabled @c true if VSync support available, @c false otherwise.
*/
void setSyncsToVBlank(bool enabled) {
m_syncsToVBlank = enabled;
}
/**
* @brief Sets whether the VSync iplementation blocks
*
* Should be called by the concrete subclass once it is determined how VSync works.
* If the subclass does not call this method, the backend defaults to @c false.
* @param enabled @c true if VSync blocks, @c false otherwise.
*/
void setBlocksForRetrace(bool enabled) {
m_blocksForRetrace = enabled;
}
/**
* @brief Sets whether the OpenGL context is direct.
*
* Should be called by the concrete subclass once it is determined whether the OpenGL context is
* direct or indirect.
* If the subclass does not call this method, the backend defaults to @c false.
*
* @param direct @c true if the OpenGL context is direct, @c false if indirect
*/
void setIsDirectRendering(bool direct) {
m_directRendering = direct;
}
void setSupportsBufferAge(bool value) {
m_haveBufferAge = value;
}
void setSupportsPartialUpdate(bool value)
{
m_havePartialUpdate = value;
}
void setSupportsSwapBuffersWithDamage(bool value)
{
m_haveSwapBuffersWithDamage = value;
}
void setSupportsSurfacelessContext(bool value)
{
m_haveSurfacelessContext = value;
}
void setSupportsNativeFence(bool value)
{
m_haveNativeFence = value;
}
/**
* @return const QRegion& Damage of previously rendered frame
*/
const QRegion &lastDamage() const {
return m_lastDamage;
}
void setLastDamage(const QRegion &damage) {
m_lastDamage = damage;
}
/**
* @brief Starts the timer for how long it takes to render the frame.
*
* @see renderTime
*/
void startRenderTimer() {
m_renderTimer.start();
}
/**
* Sets the platform-specific @p extensions.
*
* These are the EGL/GLX extensions, not the OpenGL extensions
*/
void setExtensions(const QList<QByteArray> &extensions) {
m_extensions = extensions;
}
private:
/**
* @brief Whether VSync is available and used, defaults to @c false.
*/
bool m_syncsToVBlank;
/**
* @brief Whether present() will block execution until the next vertical retrace @c false.
*/
bool m_blocksForRetrace;
/**
* @brief Whether direct rendering is used, defaults to @c false.
*/
bool m_directRendering;
/**
* @brief Whether the backend supports GLX_EXT_buffer_age / EGL_EXT_buffer_age.
*/
bool m_haveBufferAge;
/**
* @brief Whether the backend supports EGL_KHR_partial_update
*/
bool m_havePartialUpdate;
bool m_haveSwapBuffersWithDamage = false;
/**
* @brief Whether the backend supports EGL_KHR_surfaceless_context.
*/
bool m_haveSurfacelessContext = false;
/**
* @brief Whether the backend supports EGL_ANDROID_native_fence_sync.
*/
bool m_haveNativeFence = false;
/**
* @brief Whether the initialization failed, of course default to @c false.
*/
bool m_failed;
/**
* @brief Damaged region of previously rendered frame.
*/
QRegion m_lastDamage;
/**
* @brief The damage history for the past 10 frames.
*/
QList<QRegion> m_damageHistory;
/**
* @brief Timer to measure how long a frame renders.
*/
QElapsedTimer m_renderTimer;
QList<QByteArray> m_extensions;
};
}
#endif